Choosing installs to collect revenue on is stupid because it isn't tightly correlated to revenue for a game: Demos, bundles, free week-end tryouts on Steam, free-to-play games and other specific cases all lead to high install counts without necessarily generating the matching sales. It's especially stupid because Unity has good market share on mobile, which is a juicy market but with a fixed price per install, free-t…
Third outcome - Microsoft acquires them ( given the impact to Gamepass and C#)
Like, a lot of Unity developers think they know C#. They really don't. Most of the Unity developers I have met know a very, very small subset of C#, and almost nothing of .NET in general. That's not meant to be any shade-throwing at Unity developers. It's just that they are, for most purposes, completely different things. I can't take someone who has been working in Unity for the last 5 years and easily put them on any other kind of .NET project. The same for going the other way. The underlying language commonality is the least of the concerns.
A small part of this is how most of the .NET framework isn't exactly great to execute in the middle of a hot update loop, but a much larger part is because of how Unity is built, having reinvented their own wheels for many things that could have been contributions to the larger .NET/Mono/CLR/etc ecosystem.